precision mediump float;
//GLint positionAttribute,a_normal,a_binorm,a_tgt,uv_posAttribute;//in vertex
attribute vec3 a_posL;
attribute vec3 a_tgtL;
attribute vec3 a_binormL;
attribute vec3 a_normalL;

attribute vec2 a_uv;
uniform mat4 wvpMatrix;
uniform mat4 matrix;

varying vec3 v_tangentW;
varying vec3 v_bitangentW;
varying vec3 v_normalW;
varying vec2 v_uv;
void main()
{
    gl_Position = wvpMatrix * vec4(a_posL, 1.0);
    v_normalW = normalize((matrix * vec4(a_normalL, 0.0)).xyz);
    v_tangentW = normalize(matrix * vec4(a_tgtL, 0.0)).xyz;
    v_bitangentW = normalize(matrix * vec4(a_binormL, 0.0)).xyz;
    v_uv = a_uv;
}

